public void SetEquipment(Item.ItemType itemType) { // Equip Item switch (itemType) { case Item.ItemType.ArmorNone: EquipArmorNone(); break; case Item.ItemType.Armor_1: EquipArmor_1(); break; case Item.ItemType.Armor_2: EquipArmor_2(); break; case Item.ItemType.HelmetNone: EquipHelmetNone(); break; case Item.ItemType.Helmet: EquipHelmet(); break; case Item.ItemType.SwordNone: EquipWeapon_Punch(); break; case Item.ItemType.Sword_1: EquipWeapon_Sword(); break; case Item.ItemType.Sword_2: EquipWeapon_Sword2(); break; case Item.ItemType.Sword_Wood: EquipWeapon_SwordWooden(); break; case Item.ItemType.Sword_Diamond: EquipWeapon_SwordDiamond(); break; } OnEquipChanged?.Invoke(this, EventArgs.Empty); }
private void OnReset(object sender, EventArgs eventArgs) { foreach (var b in Buyables) { b.ConfigureDefaults(); } ConfigureSingleEquipped(); OnAcquireChanged?.Invoke(); OnEquipChanged?.Invoke(); }
internal void _OnEquip(Buyable e) { if (SingleEquip) { HandleSingleEquipped(e); } else if (e.Tag?.SingleEquip == true) { HandleSingleEquippedTag(e); } RebuildSingleTags(); if (!_recursing) { OnEquipChanged?.Invoke(); } }